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This is likely caused by the physics engine updating your character out of sync with the rendering framerate, which is normal. The standard way to avoid this is to turn on interpolation for your player gameobject. Interpolation is perfect if you use a kinematic rigidbody as your player, and a good compromise if you use a dynamic rigidbody. You can also ...


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Avoid placing the camera on the player GameObject at all, unless it's provisional or you really know what you are doing. In most cases most issues are solved if you have an independent camera object (not parented with the player in any shape or form) and use the Update or LateUpdate method to put it into the right position at every frame. Physical effects ...


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Cameras are very sensible to anything that does not move them perfectly smoothly. The camera should be updated in an Update or LateUpdate. One way to handle cameras is to adjust variables in a FixedUpdate, and to move the camera in the (Late)Update based on the given variables. Moving the player in a FixedUpdate with the camera being parented to will cause ...


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In the top right (I believe that is the default), there is a section called transformation. You can change those numbers to all 0. I believe there is also an option to 'reset' as well in the transform section.


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Select an object you want to center your view on and press the F key to snap your scene view camera to that object, zoomed to fit it in view. "Frame Selected" is the name of this shortcut.


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I have found the answer here. Although it is not completely explained mathematically in my opinion, it works well. The code I use is like this: private void Start() { // ... PositionCamera(); } /// <summary> /// Source: https://forum.unity.com/threads/dynamic-loaded-object-fit-to-screen-size.349794/ /// </summary> void PositionCamera()...


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You know what? I will be generous. Here is a a script made by unity that pretty much does this for you. Enjoy. using System.Collections.Generic; using UnityEngine; namespace UnityEngine.Rendering { [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Free-Camera" + Documentation.endURL)] [ExecuteAlways] public class ...


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You can use the official Unity Recorder asset. The latest Unity Recorder is available in Preview via the Package Manager from Unity 2018.3+, the asset store version is no longer being updated actively I believe.


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Just add this script on the object you want to get destroyed as soon as it leaves view: using UnityEngine; public class DestroyWhenInvisible: MonoBehaviour { void OnBecameInvisible() { Destroy(this.gameObject); } } However, in many cases this will go a bit too far. There might be situations where an object becomes invisible for another ...


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There are plenty of tutorials about infinite procedural generation. Usually they all have the behaviour of cleaning up objects that are left behind the player, and creating objects in front of the player when required. It can be done in multiple ways. If you just want to know if the object is off screen or not, this question may help: Identify whether ...


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